Commander Legends card-specific Notes: returning cards 


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Commander Legends card-specific Notes: returning cards

 

Ancestral Blade
{1}{W}
Artifact — Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.
Equipped creature gets +1/+1.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

· The Soldier token that you create enters the battlefield as a 1/1 creature. Any abilities that trigger when a creature with a certain power enters the battlefield will see the token enter as a 1/1 creature. Static abilities that affect the Soldier’s power and toughness may change this, but Ancestral Blade will be attached to the Soldier before the game checks to see if it has toughness 0 or less. For example, if Illness in the Ranks (“Creature tokens get -1/-1”) is on the battlefield, the Soldier will enter as a 0/0 creature, but then Ancestral Blade will make it a 1/1 and the token will survive.

· No player may take any actions between the time you create the Soldier token and the time Ancestral Blade becomes attached to it.

· If the triggered ability causes two Soldiers to be created (due to an effect such as that of Doubling Season), Ancestral Blade becomes attached to one of them.

 

Ancient Animus
{1}{G}
Instant
Put a +1/+1 counter on target creature you control if it’s legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

· You can’t cast Ancient Animus unless you choose both a creature you control and a creature you don’t control as targets.

· The creature you control doesn’t have to be legendary. It simply won’t receive a +1/+1 counter before it fights if it isn’t legendary.

· If either target is an illegal target as Ancient Animus tries to resolve, neither creature will deal or be dealt damage.

· If the creature you control is an illegal target as Ancient Animus tries to resolve, you won’t put a +1/+1 counter on it. If that creature is a legal target but the creature you don’t control isn’t, you’ll still put the counter on the creature you control if it’s legendary.

 

Angel of the Dawn
{4}{W}
Creature — Angel
3/3
Flying
When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.

· Angel of the Dawn’s triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t get +1/+1 or gain vigilance.

 

Angelic Gift
{1}{W}
Enchantment — Aura
Enchant creature
When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.

· If the target creature is an illegal target by the time Angelic Gift tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.

 

Arcane Signet
{2}
Artifact
{T}: Add one mana of any color in your commander’s color identity.

· If you have two commanders, the ability adds one mana of any color in their combined color identities.

· If your commander is a card that has no colors in its color identity, Arcane Signet’s ability produces no mana. It doesn’t produce {C}.

· If you don’t have a commander, Arcane Signet’s ability produces no mana.

 

Armorcraft Judge
{3}{G}
Creature — Elf Artificer
3/3
When Armorcraft Judge enters the battlefield, draw a card for each creature you control with a +1/+1 counter on it.

· The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge’s triggered ability resolves. Players may respond to the triggered ability by trying to change that number.

· Armorcraft Judge’s ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won’t cause you to draw more than one card.

 

Armory of Iroas
{2}
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

· The +1/+1 counter is put on the equipped creature before combat damage is dealt.

· If you move Armory of Iroas from one creature to another, any +1/+1 counters on the first creature remain where they are.

 

Austere Command
{4}{W}{W}
Sorcery
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with converted mana cost 3 or less.
• Destroy all creatures with converted mana cost 4 or greater.

· Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.

· If the first and last modes are chosen, an artifact creature with converted mana cost 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration “shield” is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.

· If a card is exiled “until” another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command’s resolution, and it may be destroyed by a later mode.

 

Bladebrand
{1}{B}
Instant
Target creature gains deathtouch until end of turn.
Draw a card.

· If the target creature is an illegal target by the time Bladebrand tries to resolve, the spell doesn’t resolve. You don’t draw a card.

 

Blasphemous Act
{8}{R}
Sorcery
This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.

· To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The converted mana cost of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

· Blasphemous Act’s ability can’t reduce the total cost to cast the spell below {R}.

· The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C} to your mana pool, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.

· Although players may respond to Blasphemous Act once it’s been cast, once it’s announced, they can’t respond before the cost is calculated and paid.

 

Brass Herald
{6}
Artifact Creature — Golem
2/2
As Brass Herald enters the battlefield, choose a creature type.
When Brass Herald enters the battlefield, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Creatures of the chosen type get +1/+1.

· The choice of creature type is made as Brass Herald enters the battlefield. Players can’t take any actions between the time the choice is made and the time the appropriate creatures begin to get +1/+1.

· You must choose an existing creature type, such as Human or Warrior. You could even choose Coward, if you dared. Card types such as artifact and supertypes such as legendary can’t be chosen.

· Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to creatures of the chosen type may become lethal if Brass Herald leaves the battlefield during that turn.

 

Burning Anger
{4}{R}
Enchantment — Aura
Enchant creature
Enchanted creature has “{T}: This creature deals damage equal to its power to any target.”

· Use the power of the enchanted creature as the activated ability resolves to determine how much damage is dealt. If the creature isn’t on the battlefield at that time, use its power as it last existed on the battlefield.

· The enchanted creature is the source of the activated ability, not Burning Anger. For example, if the enchanted creature is green, you could activate the ability choosing a creature with protection from red as the target.

 

Cage of Hands
{2}{W}
Enchantment — Aura
Enchant creature
Enchanted creature can’t attack or block.
{1}{W}: Return Cage of Hands to its owner’s hand.

· The ability to return Cage of Hands to its owner’s hand can only be activated if Cage of Hands is on the battlefield. If Cage of Hands is no longer on the battlefield when the ability resolves, Cage of Hands remains in its new zone and isn’t returned to its owner’s hand.

 

Champion of the Flame
{1}{R}
Creature — Human Warrior
1/1
Trample
Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.

· Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Champion of the Flame may become lethal if an Aura or Equipment attached to it leaves the battlefield or becomes attached to another creature during that turn.

 

Codex Shredder
{1}
Artifact
{T}: Target player mills a card. (They put the top card of their library into their graveyard.)
{5}, {T}, Sacrifice Codex Shredder: Return target card from your graveyard to your hand.

· You choose the target of Codex Shredder’s last ability before paying its costs, so you can’t return Codex Shredder to your hand this way.

 

Command Beacon
Land
{T}: Add {C}.
{T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

· If you cast a commander from your hand, the commander tax doesn’t apply. Additionally, that casting won’t add to commander tax if you later cast the commander from the command zone.

· If your commander isn’t in the command zone (or you don’t have a commander) as the last ability resolves, nothing happens.

· If you have two commanders with the partner ability in the command zone, Command Beacon’s effect puts one of your choice into your hand, not both.

 

Command Tower
Land
{T}: Add one mana of any color in your commander’s color identity.

· If you have two commanders, the ability adds one mana of any color in their combined color identities.

· If your commander is a card that has no colors in its color identity, Command Tower’s ability produces no mana. It doesn’t produce {C}.

· If you don’t have a commander, Command Tower’s ability produces no mana.

 

Commander’s Sphere
{3}
Artifact
{T}: Add one mana of any color in your commander’s color identity.
Sacrifice Commander’s Sphere: Draw a card.

· If you have two commanders, the ability adds one mana of any color in their combined color identities.

· If your commander is a card that has no colors in its color identity, Commander’s Sphere’s first ability produces no mana. It doesn’t produce {C}.

· If you don’t have a commander, Commander’s Sphere’s first ability produces no mana.

 

Confiscate
{4}{U}{U}
Enchantment — Aura
Enchant permanent
You control enchanted permanent.

· Gaining control of a permanent doesn’t cause you to gain control of any Auras or Equipment attached to it. They’ll remain attached, but an Aura’s effect that affects “you” still affects its controller rather than you, the controller of an Equipment can move it during their next main phase, and so on.

· Gaining control of an Aura or Equipment doesn’t change what it’s attached to.

 

Corpse Churn
{1}{B}
Instant
Mill three cards, then you may return a creature card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)

· Because Corpse Churn doesn’t target the creature card in your graveyard, you may choose one of the three cards you put there from your library if applicable.

 

Crow of Dark Tidings
{2}{B}
Creature — Zombie Bird
2/1
Flying
When Crow of Dark Tidings enters the battlefield or dies, mill two cards. (Put the top two cards of your library into your graveyard.)

· The triggered ability triggers both when Crow of Dark Tidings enters the battlefield and when it dies. You don’t have to choose only one.

 

Cuombajj Witches
{B}{B}
Creature — Human Wizard
1/3
{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent’s choice.

· You choose which opponent chooses the second target. It doesn’t have to be the opponent who controls (or is) the first target.

· Even though the opponent chooses a target, you control the ability. An opponent can’t target a creature they control with hexproof.

 

Daring Saboteur
{1}{U}
Creature — Human Pirate
2/1
{2}{U}: Daring Saboteur can’t be blocked this turn.
Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.

· Activating the first ability of Daring Saboteur after it has become blocked won’t cause it to become unblocked.

 

Defiant Salvager
{2}{B}
Creature — Aetherborn Artificer
2/2
Sacrifice an artifact or creature: Put a +1/+1 counter on Defiant Salvager. Activate this ability only any time you could cast a sorcery.

· You can sacrifice Defiant Salvager to activate its own ability. It won’t receive a counter, but abilities that trigger on the sacrifice or watch for a creature dying will see it.

· If you sacrifice an artifact creature to activate Defiant Salvager’s ability, you put one +1/+1 counter on Defiant Salvager, not two.

 

Dragon Mantle
{R}
Enchantment — Aura
Enchant creature
When Dragon Mantle enters the battlefield, draw a card.
Enchanted creature has “{R}: This creature gets +1/+0 until end of turn.”

· If the target creature is an illegal target by the time Dragon Mantle tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.

 

Entourage of Trest
{4}{G}
Creature — Elf Soldier
4/4
When Entourage of Trest enters the battlefield, you become the monarch.
Entourage of Trest can block an additional creature each combat as long as you’re the monarch.

· If a creature blocks two creatures, its combat damage is assigned to those creatures and vice versa using the same rules as if one creature were blocked by two creatures.

 

Eyeblight Massacre
{2}{B}{B}
Sorcery
Non-Elf creatures get -2/-2 until end of turn.

· Eyeblight Massacre affects only creatures that aren’t Elves at the time it resolves. Creatures that enter the battlefield later in the turn won’t get -2/-2, and creatures that become Elves or stop being Elves won’t get or lose -2/-2.

 

Faith’s Fetters
{3}{W}
Enchantment — Aura
Enchant permanent
When Faith’s Fetters enters the battlefield, you gain 4 life.
Enchanted permanent can’t attack or block, and its activated abilities can’t be activated unless they’re mana abilities.

· If the target permanent is an illegal target by the time Faith’s Fetters tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.

· Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.

· Faith’s Fetters doesn’t stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.

 

Fertilid
{2}{G}
Creature — Elemental
0/0
Fertilid enters the battlefield with two +1/+1 counters on it.
{1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles their library.

· Although the targeted player doesn’t need to find a basic land card if they don’t want to, that player must shuffle their library.

 

First Response
{3}{W}
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.

· Damage dealt to you causes you to lose that much life.

· First Response looks at the entire previous turn to determine whether its ability triggers or not. It doesn’t matter whether First Response was on the battlefield when you lost life.

· First Response checks only if you lost life during the turn, not whether your life total decreased over the course of the turn. For example, if you lost 2 life and then gained 8 life last turn, First Response’s ability will trigger.

· Only one Soldier will be created no matter how much life was lost.

· The Soldier won’t be able to attack the turn it’s created (unless something gives it haste).

 

Fleshbag Marauder
{2}{B}
Creature — Zombie Warrior
3/1
When Fleshbag Marauder enters the battlefield, each player sacrifices a creature.

· When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you’ll have to sacrifice Fleshbag Marauder.

· As Fleshbag Marauder’s ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.

 

Furnace Celebration
{1}{R}{R}
Enchantment
Whenever you sacrifice another permanent, you may pay {2}. If you do, Furnace Celebration deals 2 damage to any target.

· Furnace Celebration itself doesn’t allow you to sacrifice any permanents. Its ability triggers whenever you sacrifice a permanent because something else instructed you to.

· You choose whether to pay {2} as the ability resolves, if that target is still legal. No player may take actions between the time you pay {2} and the time damage is dealt.

· You can’t pay {2} more than once each time Furnace Celebration’s ability resolves.

 

Galestrike
{2}{U}
Instant
Return target tapped creature to its owner’s hand.
Draw a card.

· If the target creature is an illegal target by the time Galestrike tries to resolve, the spell doesn’t resolve. You don’t draw a card.

 

Ghastly Demise
{B}
Instant
Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.

· Ghastly Demise can target any nonblack creature. Compare the creature’s toughness to the number of cards in your graveyard as Ghastly Demise resolves to see if that creature is destroyed.

· Because Ghastly Demise isn’t put into your graveyard until it’s finished resolving, it won’t be counted when determining whether the creature is destroyed.

 

Gift of Paradise
{2}{G}
Enchantment — Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has “{T}: Add two mana of any one color.”

· If the target land is an illegal target by the time Gift of Paradise tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.

 

Gilt-Leaf Winnower
{3}{B}{B}
Creature — Elf Warrior
4/3
Menace (This creature can’t be blocked except by two or more creatures.)
When Gilt-Leaf Winnower enters the battlefield, you may destroy target non-Elf creature whose power and toughness aren’t equal.

· The power and toughness of the target non-Elf creature are checked again as Gilt-Leaf Winnower’s triggered ability would resolve. If that creature’s power and toughness are equal at that time, the ability doesn’t resolve.

 

Grafted Wargear
{3}
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.)

· Grafted Wargear becomes unattached from the creature it’s equipping if you equip it to a new creature, if Grafted Wargear leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Wargear ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won’t do anything in that case.)

 

Haunted Cloak
{3}
Artifact — Equipment
Equipped creature has vigilance, trample, and haste.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

· If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won’t be able to attack that turn. This means that you can’t use one Haunted Cloak to allow two new creatures to attack in the same turn.

 

Hero’s Blade
{2}
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature enters the battlefield under your control, you may attach Hero’s Blade to it.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

· If the legendary creature that entered the battlefield leaves the battlefield before Hero’s Blade becomes attached, Hero’s Blade stays as it was. If it’s already attached to another creature, it remains attached to that creature.

 

Howling Golem
{3}
Artifact Creature — Golem
2/3
Whenever Howling Golem attacks or blocks, each player draws a card.

· After Howling Golem’s triggered ability resolves, players can cast spells and activate abilities before blockers are declared if it’s attacking, or before damage is dealt if it’s blocking.

 

Humble Defector
{1}{R}
Creature — Human Rogue
2/1
{T}: Draw two cards. Target opponent gains control of Humble Defector. Activate this ability only during your turn.

· Humble Defector’s ability can be activated any time during your turn, including in response to a spell or ability.

· If Humble Defector isn’t on the battlefield as its ability resolves, but the target player is still a legal target, the ability will resolve. You’ll draw two cards, even though the player doesn’t gain control of Humble Defector.

· If Humble Defector is controlled by a player other than its owner, and its controller leaves the game, the effect giving that player control of Humble Defector ends. Humble Defector will return to the control of the player still in the game who most recently controlled it.

· If Humble Defector’s owner leaves the game, Humble Defector humbly leaves the game along with that player.

 

Immaculate Magistrate
{3}{G}
Creature — Elf Shaman
2/2
{T}: Put a +1/+1 counter on target creature for each Elf you control.

· The number of counters to put on the target creature is determined only as Immaculate Magistrate’s ability resolves. Elves coming and going later won’t cause that creature to gain or lose +1/+1 counters.

· The target creature doesn’t have to be an Elf.

 

Imperious Perfect
{2}{G}
Creature — Elf Warrior
2/2
Other Elves you control get +1/+1.
{G}, {T}: Create a 1/1 green Elf Warrior creature token.

· Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Elves you control may become lethal if Imperious Perfect leaves the battlefield during that turn.

 

Interpret the Signs
{5}{U}
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card’s converted mana cost. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

· If you reveal a card with converted mana cost 0, such as a land card, you won’t draw any cards. Otherwise, the card you revealed will be the first card you draw.

· If a card in a player’s library has {X} in its mana cost, X is considered to be 0.

 

Ivy Lane Denizen
{3}{G}
Creature — Elf Warrior
2/3
Whenever another green creature enters the battlefield under your control, put a +1/+1 counter on target creature.

· The green creature that entered the battlefield can be chosen as the target of Ivy Lane Denizen’s ability.

· Ivy Lane Denizen can be chosen as the target of its own ability.

 

Jalum Tome
{3}
Artifact
{2}, {T}: Draw a card, then discard a card.

· You draw a card and discard a card all while Jalum Tome’s ability is resolving. Nothing can happen in between, and no player can choose to take actions.

 

Kitesail Corsair
{1}{U}
Creature — Human Pirate
2/1
Kitesail Corsair has flying as long as it’s attacking.

· Kitesail Corsair has flying immediately after it attacks. This means that combat restrictions on creatures with flying (such as that of Sandwurm Convergence) don’t apply, but abilities that trigger on creatures with flying attacking (such as that of Windreader Sphinx) do trigger.

 

Lifecrafter’s Gift
{3}{G}
Instant
Put a +1/+1 counter on target creature, then put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

· Each +1/+1 counter put on the target creature is a separate event. Replacement effects may affect each of these counters being put on the creature.

· If the target creature is an illegal target by the time Lifecrafter’s Gift tries to resolve, the spell doesn’t resolve. No creatures receive +1/+1 counters.

· If there is a +1/+1 counter on a noncreature permanent you control, such as a Vehicle that isn’t crewed, it won’t get another one from Lifecrafter’s Gift.

· The state-based action that removes matching +1/+1 and -1/-1 counters won’t check until after Lifecrafter’s Gift finishes resolving. It’s possible put a +1/+1 counter on a creature with a -1/-1 counter on it and then give it a second +1/+1 counter.

 

Lightning-Rig Crew
{2}{R}
Creature — Goblin Pirate
0/5
{T}: Lightning-Rig Crew deals 1 damage to each opponent.
Whenever you cast a Pirate spell, untap Lightning-Rig Crew.

· An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

 

Loreseeker’s Stone
{6}
Artifact
{3}, {T}: Draw three cards. This ability costs {1} more to activate for each card in your hand.

· Use the number of cards in your hand at the time you activate the ability (before drawing three cards) to determine how much mana to add to the activation cost.

 

Lys Alana Bowmaster
{2}{G}
Creature — Elf Archer
2/2
Reach
Whenever you cast an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.

· An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

 

Makeshift Munitions
{1}{R}
Enchantment
{1}, Sacrifice an artifact or creature: Makeshift Munitions deals 1 damage to any target.

· If an artifact or creature has an ability allowing you to sacrifice it for mana, you can’t sacrifice that permanent to generate mana and also to pay the sacrifice cost for the activated ability of Makeshift Munitions.

 

Mana Drain
{U}{U}
Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell’s converted mana cost.

· If the target spell is an illegal target by the time Mana Drain tries to resolve, Mana Drain doesn’t resolve. You don’t add mana at the beginning of your next main phase. If the target is legal but not countered (most likely because an effect says that the spell can’t be countered), you do add mana.

· Mana Drain’s delayed triggered ability will usually trigger at the beginning of your precombat main phase. However, if you cast Mana Drain during your precombat main phase or during your combat phase, its delayed triggered ability will trigger at the beginning of that turn’s postcombat main phase.

 

Mindless Automaton
{4}
Artifact Creature — Construct
0/0
Mindless Automaton enters the battlefield with two +1/+1 counters on it.
{1}, Discard a card: Put a +1/+1 counter on Mindless Automaton.
Remove two +1/+1 counters from Mindless Automaton: Draw a card.

· If removing two +1/+1 counters from Mindless Automaton causes the amount of damage already marked on Mindless Automaton to be equal to or greater than its toughness, it will be put into its owner’s graveyard as a state-based action before the ability can be activated again and before the card is drawn.

 

Monstrous Onslaught
{3}{G}{G}
Sorcery
Monstrous Onslaught deals X damage divided as you choose among any number of target creatures, where X is the greatest power among creatures you control as you cast this spell.

· You divide the damage among the target creatures as you cast Monstrous Onslaught. Each target must be assigned at least 1 damage.

· The value of X is determined at the time you divide damage. It won’t change later, even if the greatest power among creatures you control changes.

· If some of the targets become illegal, the original division of damage still applies. The damage that was divided among the illegal targets simply isn’t dealt; it isn’t re-assigned to remaining legal targets.

· The damage is dealt by Monstrous Onslaught, not by the creature with the greatest power among creatures you control.

 

Nevinyrral’s Disk
{4}
Artifact
Nevinyrral’s Disk enters the battlefield tapped.
{1}, {T}: Destroy all artifacts, creatures, and enchantments.

· You don’t sacrifice Nevinyrral’s Disk to activate its ability. It’s destroyed as part of the ability’s resolution if it’s still on the battlefield. If an effect gives Nevinyrral’s Disk indestructible or regenerates it, it stays on the battlefield.

 

Ninth Bridge Patrol
{1}{W}
Creature — Dwarf Soldier
1/1
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Ninth Bridge Patrol.

· If Ninth Bridge Patrol is dealt lethal damage at the same time as another creature you control, it won’t receive a counter from its ability in time to save it.

· Ninth Bridge Patrol’s ability doesn’t care where the creature went or whether it’s a creature in its new zone. It may have died, been exiled, returned to your hand, and so on. It won’t trigger if an object remains on the battlefield but ceases to be a creature. It won’t trigger if a creature phases out.

 

Noxious Dragon
{4}{B}{B}
Creature — Dragon
4/4
Flying
When Noxious Dragon dies, you may destroy target creature with converted mana cost 3 or less.

· If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

 

Opal Palace
Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color in your commander’s color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it’s been cast from the command zone this game.

· If you have two commanders, the last ability adds one mana of any color in their combined color identities.

· If your commander is a card that has no colors in its color identity, Opal Palace’s last ability produces no mana. It doesn’t produce {C}.

· If you don’t have a commander, Opal Palace’s last ability produces no mana.

· The “number of times it’s been cast from the command zone” includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace’s last ability to do so, it will enter the battlefield with a +1/+1 counter.

· If Opal Palace’s last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it’s been cast from the command zone this game.

 

Ordeal of Nylea
{1}{G}
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice Ordeal of Nylea.
When you sacrifice Ordeal of Nylea, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

· The +1/+1 counter is put on the creature before blockers are declared and before combat damage is dealt.

· The check of whether the enchanted creature has three or more +1/+1 counters on it happens as part of the resolution of the attack triggered ability. If the third +1/+1 counter is put on the enchanted creature any other way, you won’t sacrifice Ordeal of Nylea until the next time the creature attacks.

· If you sacrifice Ordeal of Nylea in some other way, its last ability will trigger.

 

Orzhov Advokist
{2}{W}
Creature — Human Advisor
1/4
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can’t attack you or a planeswalker you control until your next turn.

· While resolving Orzhov Advokist’s ability, you choose a creature you control or choose not to put any counters on a creature, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. Then simultaneously each player who chose a creature puts two +1/+1 counters on the creature they chose.

· Orzhov Advokist’s ability doesn’t target the creatures that receive +1/+1 counters. Their controllers choose them as the ability resolves. Players can’t take actions between making their choices and the +1/+1 counters being placed.

· If a player chooses to accept Orzhov Advokist’s gift, that player can’t attack you or a planeswalker you control with any creatures during their next turn, even creatures that weren’t on the battlefield as Orzhov Advokist’s ability resolved.

· Orzhov Advokist’s effect keeps creatures from attacking you even if Orzhov Advokist leaves the battlefield, if the creature that received counters is no longer on the battlefield, or if an effect has moved those counters off of the creature that received them and put them onto another creature.

 

Path of Ancestry
Land
Path of Ancestry enters the battlefield tapped.
{T}: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

· If you have two commanders, the last ability adds one mana of any color in their combined color identities.

· Your commander’s creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry’s last ability. They aren’t set before the game begins, and they may not be the same types your commander had when you activated that ability. Notably, if your commander is in a hidden zone (like the hand or library) or is phased out, it’s considered to have no creature types.

· If your commander is a card that has no colors in its color identity, Path of Ancestry’s ability produces no mana. It doesn’t produce {C}.

· If you don’t have a commander, Path of Ancestry’s ability produces no mana.

· If you cast your commander with mana from Path of Ancestry, and your commander hasn’t somehow lost all of its creature types while on the stack, you’ll scry 1.

· If your commander has no creature types, it can’t share a creature type with any spell that you cast.

· If Path of Ancestry’s last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won’t scry 2. This is true whether you spend the mana on one creature spell or two.

 

Pirate’s Cutlass
{3}
Artifact — Equipment
When Pirate’s Cutlass enters the battlefield, attach it to target Pirate you control.
Equipped creature gets +2/+1.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

· You can cast Pirate’s Cutlass even if you control no Pirates. If you control no Pirates as Pirate’s Cutlass enters the battlefield, its triggered ability will have no effect.

 

Portent of Betrayal
{3}{R}
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

· Portent of Betrayal can target any creature, even one that’s untapped or one you already control.

· Gaining control of a creature doesn’t cause you to gain control of any Auras or Equipment attached to it.

· If the target creature is an illegal target by the time Portent of Betrayal tries to resolve, the spell won’t resolve. You won’t scry 1.

 

Renegade Tactics
{R}
Sorcery
Target creature can’t block this turn.
Draw a card.

· If the target creature is an illegal target by the time Renegade Tactics tries to resolve, the spell doesn’t resolve. You don’t draw a card.

 

Return to Dust
{2}{W}{W}
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.

· Return to Dust can always target a second artifact or enchantment; it just won’t exile it if it’s not your main phase when you cast Return to Dust.

· If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn’t cast at all.

 

Revenant
{4}{B}
Creature — Spirit
*/*
Flying
Revenant’s power and toughness are each equal to the number of creature cards in your graveyard.

· The ability that defines Revenant’s power and toughness applies in all zones, not just the battlefield.

· As long as Revenant is in your graveyard, its ability will count itself.

· If Revenant is dealt lethal damage at the same time as another creature you control, both die at the same time. The other creature won’t die in time to raise Revenant’s toughness.

 

Rings of Brighthearth
{3}
Artifact
Whenever you activate an ability, if it isn’t a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.

· An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.

· You can’t pay {2} more than once for each time the triggered ability of Rings of Brighthearth resolves.

· If the ability has {X} in its cost, the copy uses the same value of X.

· The triggered ability of Rings of Brighthearth and the copy it creates both resolve before the ability that caused it to trigger. They resolve even if that ability is countered.

· The copy will have the same targets as the ability it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).

· If paying the activation cost of the ability includes sacrificing Rings of Brighthearth, the ability won’t be copied. At the time the ability is considered activated (after all costs are paid), Rings of Brighthearth is no longer on the battlefield.

 

Run Away Together
{1}{U}
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners’ hands.

· If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it’s returned to its owner’s hand.

· If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn’t resolve.

 

Sandstone Oracle
{7}
Artifact Creature — Sphinx
4/4
Flying
When Sandstone Oracle enters the battlefield, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.

· You choose an opponent while Sandstone Oracle’s ability is resolving. No player may take actions between the time you make this choice and the time you draw cards.

· To draw cards equal to the difference, first determine how many cards you’ll draw, then draw that many cards, as modified by replacement effects. For example, if you have two cards in hand and the chosen opponent has five, Thought Reflection will cause you to draw six cards instead of three.

 

Scholar of the Ages
{5}{U}{U}
Creature — Human Wizard
3/3
When Scholar of the Ages enters the battlefield, return up to two target instant and/or sorcery cards from your graveyard to your hand.

· The triggered ability of Scholar of the Ages can return at most two cards, not two instant cards plus two sorcery cards.

 

Scrounging Bandar
{1}{G}
Creature — Cat Monkey
0/0
Scrounging Bandar enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Scrounging Bandar onto another target creature.

· You choose a target creature as Scrounging Bandar’s triggered ability is put onto the stack. You choose how many counters to move (if any) as that ability resolves. If that creature becomes an illegal target or if Scrounging Bandar has left the battlefield, you can’t move any counters.

· To move a counter from one creature to another, the counter is removed from the first creature and put onto the second. Any abilities that care about a counter being removed from or placed on a creature will apply.

 

Shimmer Myr
{3}
Artifact Creature — Myr
2/2
Flash
You may cast artifact spells as though they had flash.

· Once you announce that you’re casting a spell, players can’t attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you’ve cast a spell won’t affect that spell.

 

Sifter Wurm
{5}{G}{G}
Creature — Wurm
7/7
Trample
When Sifter Wurm enters the battlefield, scry 3, then reveal the top card of your library. You gain life equal to that card’s converted mana cost.

· Once Sifter Wurm’s triggered ability begins to resolve, no player may take other actions until it’s done. Notably, opponents can’t try to change your library after you scry but before you reveal the top card of your library.

· For cards in your library with {X} in their mana costs, X is considered to be 0.

 

Siren Stormtamer
{U}
Creature — Siren Pirate Wizard
1/1
Flying
{U}, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.

· Siren Stormtamer’s activated ability can target a spell or ability that has multiple targets, as long as at least one of those targets is you or a creature you control.

· If the creature you control targeted by the target spell or ability leaves the battlefield, that spell or ability is no longer a legal target for Siren Stormtamer’s ability. On the other hand, if that targeted creature becomes an illegal target for the target spell but remains on the battlefield under your control, the target spell or ability is still a legal target for Siren Stormtamer’s ability.

 

Skilled Animator
{2}{U}
Creature — Human Artificer
1/3
When Skilled Animator enters the battlefield, target artifact you control becomes an artifact creature with base power and toughness 5/5 for as long as Skilled Animator remains on the battlefield.

· Skilled Animator doesn’t remove any abilities the target artifact has.

· The artifact retains any types, subtypes, or supertypes it has.

· If an Equipment becomes an artifact creature, it can’t be attached to another creature. If it was attached to a creature, it becomes unattached.

· If the artifact was already a creature, its base power and toughness will each become 5. This overwrites any previous effects that set the creature’s base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Skilled Animator’s ability resolves will overwrite this effect.

· Effects that modify a creature’s power and/or toughness, such as the ones created by Titanic Growth or a +1/+1 counter, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch power and toughness.

· The resulting artifact creature will be able to attack on your turn if it’s been under your control continuously since the turn began. That is, it doesn’t matter how long it’s been a creature, just how long it’s been on the battlefield.

 

Skywhaler’s Shot
{2}{W}
Instant
Destroy target creature with power 3 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

· If the target creature is an illegal target by the time Skywhaler’s Shot tries to resolve, the spell doesn’t resolve. You don’t scry 1.

 

Slaughter the Strong
{1}{W}{W}
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.

· Slaughter the Strong has each player choose any number of creatures and then checks that the total power of creatures each player chose this way is 4 or less. For example, you could save two 2/2 creatures, or a 1/1 and a 3/3 creature, but not all four of those creatures.

· As Slaughter the Strong resolves, first the player whose turn it is chooses which creatures will be spared, then each other player in turn order does the same knowing the choices made before them. Then all the creatures not chosen are sacrificed simultaneously.

· If a creature’s power is somehow less than 0, it subtracts from the total power of the other creatures its controller chooses. This can cause creatures with power 5 or greater to survive.

 

Soul’s Fire
{2}{R}
Instant
Target creature you control deals damage equal to its power to any target.

· If either target is an illegal target as Soul’s Fire resolves, no damage is dealt.

 

Spark Harvest
{B}
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}.
Destroy target creature or planeswalker.

· You must sacrifice exactly one creature or pay an extra {3}{B} to cast this spell; you can’t cast it without paying one of those costs, and you can’t pay either multiple times. Players can respond to Spark Harvest only after it’s been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to stop you from casting this spell or to make it cost more mana.

 

Sparktongue Dragon
{3}{R}{R}
Creature — Dragon
3/3
Flying
When Sparktongue Dragon enters the battlefield, you may pay {2}{R}. When you do, it deals 3 damage to any target.

· Sparktongue Dragon’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay {2}{R}. If you do, a second ability triggers and you pick a target that will be dealt damage. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before damage is dealt.

· While resolving the triggered ability of Sparktongue Dragon, you can’t pay {2}{R} multiple times to have it deal more than 3 damage.

 

Spontaneous Mutation
{U}
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.

· The value of X will constantly update as the number of cards in your graveyard changes.

 

Supernatural Stamina
{B}
Instant
Until end of turn, target creature gets +2/+0 and gains “When this creature dies, return it to the battlefield tapped under its owner’s control.”

· Supernatural Stamina’s effect works only once. If the targeted creature dies and is then returned to the battlefield, it’s considered to be a new creature. If that new creature dies, it won’t come back a second time.

 

Thirst for Knowledge
{2}{U}
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.

· You can discard either one artifact card or two cards which may or may not be artifacts. If you really want to, you can discard two artifact cards.

 

Undying Rage
{2}{R}
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and can’t block.
When Undying Rage is put into a graveyard from the battlefield, return Undying Rage to its owner’s hand.

· If the target creature is an illegal target by the time Undying Rage tries to resolve, it doesn’t resolve. It’s put into its owner’s graveyard from the stack rather than from the battlefield, so its last ability won’t trigger.

Victimize
{2}{B}
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

· You must choose two targets. You can’t cast Victimize targeting only one creature card.

· If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you’ll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won’t resolve. You won’t sacrifice a creature.

· The creature you sacrifice isn’t chosen until Victimize resolves. You can’t return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.

· As Victimize resolves, you must sacrifice a creature if able. You can’t change your mind and choose not to sacrifice anything.

 

Warden of Evos Isle
{2}{U}
Creature — Bird Wizard
2/2
Flying
Creature spells with flying you cast cost {1} less to cast.

· A creature spell that doesn’t have flying won’t cost less even if an effect will cause the creature to have flying once on the battlefield. This is also true if the creature spell itself has an ability that gives it flying once on the battlefield under certain conditions, even if those conditions are true.

· The last ability of Warden of Evos Isle can’t reduce the colored mana requirement of a creature spell with flying.

 

Welding Sparks
{2}{R}
Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.

· If you control zero artifacts, Welding Sparks deals 3 damage to the target creature.

 

Wildsize
{2}{G}
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.

· If the target creature is an illegal target by the time Wildsize tries to resolve, the spell doesn’t resolve. You don’t draw a card.

 

Workshop Assistant
{3}
Artifact Creature — Construct
1/2
When Workshop Assistant dies, return another target artifact card from your graveyard to your hand.

· If another artifact card is put into your graveyard at the same time as Workshop Assistant, you can target it with Workshop Assistant’s triggered ability.

 

Magic: The Gathering, Magic, Commander Legends, and Battlebond are trademarks of Wizards of the Coast LLC in the USA and other countries. ©2020 Wizards.



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